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Ascended Celestial Dedication Feat 12


Uncommon​Destiny​Mythic​
Source Pathfinder War of Immortals

Your Calling has driven you to perform mortal deeds that will result in your ascension to the ranks of celestials. You're headstrong and determined and hardly waver in your resolve; once per hour, you can roll twice and use the higher result on a Will saving throw. If you ever become Confused, rather than attack wildly, you become stubbornly immobile, wasting all your actions until the condition ends.

Additionally, you emanate a nimbus of light. You shed bright light in a 30-foot radius (and dim light to the next 30 feet). You can suppress or reestablish this light as a single action that has the concentrate trait. As long as your nimbus is active, all allies in the area of your nimbus gain a +1 status bonus to saves against fear. You gain the Bless Ally action.

You have a noble and kind soul, as shown through your mortal deeds, and have thus earned the chance to join the ranks of celestial beings such as agathions, angels, archons, and azatas. By continuing to fight against the machinations of the wicked, you can eventually ascend to become a divine being in your own right. When you face seemingly insurmountable challenges to save lives and communities, combat evil, and slay dangerous monsters, you further prove your worthiness.

Ascended celestials commonly rise from obscurity during times of great upheaval or in regions in dire peril. During the Age of Lost Omens, ascended celestials are on the rise, as devastating disasters like the Eye of Abendego and the opening of the Worldwound spread chaos and destruction across Golarion. Other ascended celestials face more political threats as the rule of tyrannical villains like the Black Triune, Geb, Queen Abrogail Thrune II, Walkena, and Tar-Baphon continue uncontested.

Yet for every great evil, a hero rises. In Iblydos, many of the hero-gods, brave souls who strive to achieve their destinies, might be considered ascended celestials. In shadowy Nidal, a Desnan priestess secretly spreads hope and light and plots to break the rule of the Black Triune. In Ustalav, a brave scientist sneaks out at night, destroying undead predators with clever inventions and wisdom gained from folktales. In the shattered ruins of Azlant, an azarketi diver retrieves fragments of an ancient weapon to wield in their fight against the alghollthu veiled masters of the ocean depths.

As Deskari, demon lord of infestations and locusts, attempted to spread the Worldwound across the surface of Avistan, Queen Galfrey (heroic female human herald), ruler of Mendev, and her closest allies rose up to stop him, bringing an end to the Fifth Mendevian Crusade. Queen Galfrey became an ascended celestial upon the closure of the Worldwound, rising to the celestial ranks as Iomedae s herald.

The Tian Xia nation of Tianjing was once the site of a great war between qlippoths and celestials. Triumphant against the fiends, the heavenly host remained in the Universe to repair the landscape and protect it from further incursion.

When mortals began to populate the area, the celestials entrusted them with guardianship, establishing magical seals that would keep the qlippoths at bay. Today, though, these seals are beginning to weaken, and a young acolyte named Chogyel (diligent nonbinary human nephilim priest) has begun to notice strange signs of supernatural activity in Tamdrin Vale. Their faith will soon be tested, putting them on the path toward becoming an ascended celestial.

As many generations of the nation of Holomog have been exposed to celestial energy, the population of nephilim is larger than average. Ghunda Gutrim (boisterous male ganzi musician) patrols the border of the Field of Maidens to rescue and lift the spirits of those who accidentally wandered into the haunted area.

You count yourself among these heroes with the potential to become ascended celestials. Whether you battle wickedness with righteous might, inspire your community to perform worthy acts of charity, or act in secret against a rising tide of darkness, your actions result in making the world a better place. You are likely humble about these accomplishments, performing them not out of a desire for glory, but from a place of compassion and empathy. You may not even be aware that you ve garnered the metaphysical attention of the celestial realms. Others, though, can see the holy light that radiates from your person, if not physically, then spiritually. Until your eventual ascension, you continue to work for the greater good, no matter who or what stands in your way.

What is a Celestial?

There are four primary categories of celestials: agathions, angels, archons, and azatas.

Agathions reside in Nirvana and have animal-like aspects, such as anthropomorphic forms or the ability to shapeshift into animals. They're born from the souls of mortals who attained enlightenment in life, and they aim to aid mortals by subtly guiding them to finding their own enlightenment. They're the most likely celestials to meddle in everyday mortal affairs.

Angels are the messengers and emissaries of the celestial hosts and are divided into choirs based on their abilities and purviews. Most live in Nirvana, though they can also be found in Elysium and Heaven, and they often visit the Universe.

Archons are the guardians and soldiers of Heaven. They fight corruption and evil, uphold order, and inspire mortals to act with honor. Archons rarely interfere with mortals, save to pass judgment on notably wicked people, instead focusing on greater evils—fiends and their followers.

Azatas are manifestations of freedom who reside in the wilds of Elysium. They're joyful, passionate, and artistic, with a flair for the dramatic. Azatas are unlikely to meddle in mortal affairs, lest their inference infringe upon the freedoms of those they aid.

Ascended Celestial Dedication Feat 12

Your Calling has driven you to perform mortal deeds that will result in your ascension to the ranks of celestials. You're headstrong and determined and hardly waver in your resolve; once per hour, you can roll twice and use the higher result on a Will saving throw. If you ever become Confused, rather than attack wildly, you become stubbornly immobile, wasting all your actions until the condition ends.

Additionally, you emanate a nimbus of light. You shed bright light in a 30-foot radius (and dim light to the next 30 feet). You can suppress or reestablish this light as a single action that has the concentrate trait. As long as your nimbus is active, all allies in the area of your nimbus gain a +1 status bonus to saves against fear. You gain the Bless Ally action.

Source: Pathfinder War of Immortals

Aegis for the Innocent Feat 14

Source: Pathfinder War of Immortals

Ascend Feat 14

Source: Pathfinder War of Immortals

Channel Divine Spark Feat 14

Source: Pathfinder War of Immortals

Consult Celestial Advisor Feat 14

Source: Pathfinder War of Immortals

A Thousand Cries for Help Feat 16

Source: Pathfinder War of Immortals

Abjure Harm Feat 16

Source: Pathfinder War of Immortals

Celestial Armaments Feat 16

Source: Pathfinder War of Immortals

Cleansing Spell Feat 16

Source: Pathfinder War of Immortals

Army of One Feat 18

Source: Pathfinder War of Immortals

Eyes Unclouded Feat 18

Source: Pathfinder War of Immortals

Scouring Spark Feat 18

Source: Pathfinder War of Immortals

Shining Glory Feat 18

Source: Pathfinder War of Immortals

Celestial Rebirth Feat 20

Source: Pathfinder War of Immortals


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Destiny

The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th-level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.